Arie Leo

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hmm it doesn't work though, it disable the outline selection for painted object. even after i toggled the show wireframe toggle

@romainf-unity any news about this ?

Well if we can have a 3d texture lightmap i assume it would become some kind of irradiance volume? i prefer the 3d volume solution as it would be possible...

on second thought, the solution above can become purely custom GI solution :D

Just a heads up for those who are using Blender 4.1+ [Mysteryem's fork](https://github.com/Mysteryem/XNALaraMesh/tree/master) did work, but you need to comment line 669 and 673 due blender move AutoSmooth from internal...

> > Just a heads up for those who are using Blender 4.1+ [Mysteryem's fork](https://github.com/Mysteryem/XNALaraMesh/tree/master) did work, but you need to comment line 669 and 673 due blender move AutoSmooth...

Just in Case :) https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn

@keijiro also there's a noticable dark outline in the cloud is there a way to reduce/remove that? ![cloud dark outline](https://cloud.githubusercontent.com/assets/6450517/15964349/ad92f07c-2f4a-11e6-995f-592ec4a56cdb.png)

Hmm it working again by disabling "Load Texture data on demand" in Editor Project Settings, but this was working fine previously in b8 ![image](https://user-images.githubusercontent.com/6450517/156607333-7029aa6c-5e01-49db-b4a8-4c04140a69dd.png) and for additional note i'm on...

I'm also getting error on this, the moment i add ImmediateDebugRenderFeature into the compositor it break the rendering. ![image](https://github.com/stride3d/stride-community-toolkit/assets/6450517/77d0d7d1-b40d-46ff-9f3c-ed3ddfca4f11) >System.AggregateException: One or more errors occurred. (Could not compile shader. See...